r/Unity3D 13d ago

Official 6.7 alpha 2 is out, including the first release of the CoreCLR Player Technical Preview

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99 Upvotes

r/Unity3D 6d ago

Official Join us live on Youtube for the Unite Seoul Keynote on Jul 20, 2026

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11 Upvotes

Unite Seoul Keynote is streaming live next week!

10:00 AM KST (Korea) — July 21
9:00 PM EDT / 6:00 PM PDT (US) — July 20
2:00 AM BST (UK) — July 21

We’ll also live-thread key updates from the Keynote right here for you to follow along or catch up. 

We’re excited to share what we’ve been working on, except first looks at what's coming next for the engine: CoreCLR, graphics, 2D, and more. There'll be demos of brand-new features happening in real time, plus a few big announcements making their global debut straight from the Seoul stage.

\Update\**

This presentation contains forward-looking statements, including statements about future product releases, features, timing, and capabilities. These statements are based on current expectations and are subject to change. 

We’ll be editing the main post with live announcement summaries from Unite Seoul and we’ll link to replay timestamps when the recording is live.

Introduction and announcement of Unity 7, an open collaborative platform. 

Unity 7 is a leap forward in how games are made. An open, collaborative platform where multiple teams work together across the full lifecycle of game creation. More to come on what to expect throughout. 

Dave the Diver studio shares how Unity powered their growth

Dave the Diver started as one idea from a small Korean team and has now sold over 8 million copies worldwide, with Unity letting them expand without rebuilding from scratch each time.

A look at CoreCLR and .NET modernization for faster iteration

Unity 7 (next year) adopts CoreCLR with .NET 10 and C# 14. Modern language features, better IDE/debugger support, and a smarter reload model. MSBuild support also paves the way for compiling outside the Editor, enabling faster agentic workflows. Meanwhile, Fast Enter Play Mode (default in 6.6+) is already speeding up real projects today. 68 top Asset Store packages are pre-tested, and Project Auditor (in Unity 6 now) helps you prep for the switch. Upgrade guide here.

Supercharged URP, preview of Surface Cache GI in and other major graphics upgrades

This is a big section, we recommend watching the games/demos!

LINE Games' Ember and Blade showed off Unity 6's cel-shaded battles (Shader Graph + Adaptive Probe Volumes for time of day) and denser particles with VFX Graph and efficient batching.

Looking at Supercharged URP, a demo previewed Surface Cache GI, Screen Space Reflections, and GTAO for URP across a broad range of devices, including running at 60FPS even on a Galaxy S26. Preview in 6.7 alpha, broadly available with 6.7 LTS.

Also: DXC shader compilation (6.6), new Shader Build Settings + Fast Build Profile cutting build times (6.7), production-ready WebGPU (6.6), and expanded on-tile mobile rendering.

2D Showcase of advances with Physics Core 2D and new Render Sprites API

Highlighting stunning Made with Unity 2D titles like The Eternal Life of Goldman, Constance, The Ashen OZ, Solateria, and INARI.

Showing off the recent 2D reshape (unified 2D/3D scenes with shared lights and shaders), the multi-threaded Physics Core 2D (built on Box2D v3), and a new Render Sprites API for high-performance sprite rendering, all demoed in the Bunny Blitz sample, which holds 60fps even on older mobile devices and is available now on the Asset Store.

Unity Neural, on-device inference for the compute pipeline

Unity Neural, a class of new technologies and features built into URP without disrupting existing workflows: neural upscaling, an upgraded framework and hardware partnerships bringing sharper details and fewer artifacts. Neural texture compression (NTC) cutting runtime memory over 50% and disk size ~70% at near-lossless quality, and models that your team train locally in the Editor then run on-device (phones, consoles, headsets, PCs) via an upgraded Sentis with zero server round-trips. Rolling out starting in Unity 6.7, with more coming in Unity 7.

Meta and Unity are making Quest VR development easier 

Meta and Unity are integrating AI-guided workflows into Quest development, covering project setup, input systems (like hand tracking and 6DoF controllers), performance tracing/optimization, and automated validation, working across the Unity Editor, code editors, or AI-native flows. To dive in, check out Meta's Quest Agentic Tools and start building with Meta VR CLI, Meta XR Operator and Unity-connected AI workflows for Quest.

Building and porting to XREAL AURA 

The newest addition to Google’s Android XR ecosystem uses existing Android XR workflows, built on open standards, making porting straightforward from other XR platforms. Resolution Games (Demeo) already ported from Samsung's Galaxy XR to XREAL AURA with minor adjustments, and updated XR Hands tools help developers shift from controller-based to hand-tracked interactions. More information here. 

First look at Unity game rendering natively inside Unreal Engine

Fantasy Kingdom, a Unity game, rendering natively and in real-time inside Unreal Engine via PolySpatial, a client-server protocol where characters, physics, lighting, and input are fully synchronized between engines. Not yet live in Fortnite, developers can fill out an interest form for early access consideration in 2027 here. 

Unity Vector drives player acquisition.

Unity Vector, powering monetization and player acquisition across the 70%+ of top mobile games built on Unity with studios like Homa and Playrix scaling through new campaign types. Actionfit CEO Inhoo Park shares how the top Korean hybrid-casual publisher achieved global scale with Unity Vector.

Unity Vector continuous improvements, Ads MCP and Campaign Assistant 

Ongoing improvements to Unity Vector including expanded Custom Events optimization this fall, plus a new end-to-end agentic creative workflow that automatically generates and optimizes ad creatives, launching later this year. Also announced: the Unity Ads MCP, connecting Unity Ads directly to agentic tools, and Campaign Assistant, a conversational agent (alpha, later this year) that diagnoses performance issues and recommends fixes in seconds instead of half a day.

Native direct-to-consumer commerce with Unity IAP SDK

Native Direct-to-consumer commerce with a new addition to the In-App Purchase SDK, including in-game checkout flows so players can purchase without leaving the game. Going live with Stripe and Coda as payment providers (Stash coming soon) to handle payments, compliance, and fraud detection. Additionally, a no-code webshop builder in the Unity Dashboard at no additional cost. Unified commerce management, giving you one shared catalog, combined reporting, and routing rules across native stores and direct-to-consumer sales, with commerce data flowing into Unity Vector to help find more players who love your game.

Helping a variety of Industries achieve their best work.

Unity's Industry solutions let teams across disciplines create and collaborate in 3D environments. The latest Unity Studio update adds real-time multi-user editing in the same project. The demo showed a browser-based Studio project with reviews of comments, teammates working simultaneously, the ability to jump into a teammate's view, and instant publishing. Also in progress: agentic workflows and two-way sync between Studio and the Unity Editor. Lastly, pipeline automation cuts the manual work of handling CAD files and large 3D assets, using an API compute layer to pull assets from PLMs, convert formats, and deliver them to live 3D applications on any device, with support for third-party tools. 

Opening the Editor to everyone

An API and set of services that open a Unity production to tools, roles and agents. The demo shows different roles working together both in and out of the Unity Editor. Recommend watching this demo to really understand the power of working seamlessly between Editor, web dashboard, Unity CLI, web uploads and deep links. Some of this is available in closed beta today. 

Building and shipping games at scale 

Supercent using agentic workflows to turn a single reference video analyzed to define game mechanics and produce a working prototype and to analyze profiler data for performance optimization, cutting what used to take hours down to an automatic process.

Live code iteration

Tune your game while playing on-device by tagging methods for reload, letting you change both existing and new code in real time without stopping the game.

That’s it for our Keynote in Unite Seoul, what are you most excited about?

- Community Team @ Unity


r/Unity3D 8h ago

Meme [Meme] Why is THAT the default colour

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260 Upvotes

Does it count as high effort when I changed the colour of the vial to match Unity's default colour


r/Unity3D 6h ago

Show-Off Parasite Animation

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146 Upvotes

Working on animating a parasite violently forcing its way out of a corpse for my horror game. Would love to hear your thoughts on the overall feel.

If you’d like development updates or want to be first in line when it’s released , you can sign up for our mailing list at https://arachnid.dev.


r/Unity3D 2h ago

Show-Off Behold, the unflippable car (montage)

44 Upvotes

I've been having so much fun playtesting my vehicle physics system. I think it's very obvious the anti-flip systems are working exactly as intended which makes for a very fun game feel; the car always feels like it's gonna flip over, but it almost never does. The chaos is very controlled, so the car stays on its wheels without feeling too stiff or grounded.
The city model is a random asset, everything else is made by me :)

If you like my work, check out my discord server where i'll post my progress and anything new i make, as well as updates for all my published asset store assets --> https://discord.gg/T6ujyKtPNE


r/Unity3D 4h ago

Show-Off Maybe one day I'll finish this game.

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54 Upvotes

r/Unity3D 1d ago

Show-Off Added some powerful weapons to my destruction prototype, now I can cut buildings in half

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3.0k Upvotes

I'm currently prototyping a destruction game where everything is procedurally breakable at runtime, and materials break in realistic ways.

How this works:

High level - all of the geometry meshes in the house (including all the furniture) is built at runtime, each are assigned a "destruction material" which dictates things like the shattering patterns, sound effects, mass, etc.

There are a lot of optimizations and tradeoffs around the runtime destruction, but nothing is pre-shattered. The main tricks to keep this running at playable framerates are keeping very conscious of allocations, using the native "Advanced" mesh APIs, avoiding too many joints, and spreading some work across frames when things get busy.

Built-in PhysX physics is doing a lot of heavy lifting with very few optimizations other than trying to use box colliders rather than mesh colliders for approximately box-like objects/debris.

-

Today I added a laser which can cut through everything, and a black hole grenade, which are way more fun and satisfying than the sledgehammer I've been testing with :)

The goal is making this prototype into a game where you 'renovate' homes in ridiculously destructive ways, I have a few more videos up on this early website if anyone wants to follow.


r/Unity3D 14h ago

Shader Magic Doing some stylized flat art in Unity with shaders

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180 Upvotes

I'm currently writing the last chapter of the Unity Shaders Bible, Second Edition, and I created this piece of art to showcase stencils and character-position-based transparency with ShaderLab and Shader Graph.


r/Unity3D 6h ago

Meta When I heard about a Unity Game running in the Unreal Engine.

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44 Upvotes

r/Unity3D 1d ago

Game diegetic branching path selection

682 Upvotes

r/Unity3D 10h ago

Show-Off Working on First-Person Combat with my brother!

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27 Upvotes

This is currently our toughest regular enemy, excluding bosses. He carries a heavy shield that protects most of his body, leaving only his head exposed (so the player has to aim for the head, otherwise only a small percentage of damage will get through). The shield also has its own poise meter, and repeated attacks will eventually break his guard and leave him vulnerable for a few seconds.

He also has a full-block animation in which he raises the shield to cover his head completely. If the player stays inactive, he may taunt and provoke into attacking. He can also charge toward the player with his shield raised before launching an attack.

How it works?
Actually, the shield uses a box collider, while the enemy has several small capsule colliders. When an attack hits the shield, only a small percentage of the damage goes through. The enemy movement is handled by Unity's built-in NavMesh system, and the animations use the standard Animator (root motion is controlled by script) with a state machine and transitions. If you have any technical questions - we are glad to share our experience in comments!

Overall, we think he feels quite alive, although we will definitely continue refining his behavior in the future. What do you think?

P.S. You can find more information about our game on Steam:
https://store.steampowered.com/app/4854130/Frail_Keep/


r/Unity3D 8h ago

Question What's with my hub?

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19 Upvotes

Just opened Unity hub and this is happening, don't know what caused it or why it's there. Anything similar happened to anyone else and/or have any solutions?


r/Unity3D 1d ago

Show-Off Zero sum terraforming

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259 Upvotes

r/Unity3D 4h ago

Question What Does Everyone's Unity Layout Look Like?

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4 Upvotes

I like a one column layout project, with my hierarchy and inspector side by side, console at the bottom and scene+game view both visible. I'm certain someone here will call this cursed, but would love to see what everyone else does!


r/Unity3D 6h ago

Shader Magic Experimenting with SSDM

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3 Upvotes

I recently pivoted from Enterprise Software Development to Game Development and have been leaning to write shaders as that is where i have the least knowlage.

Inspired by Crimson Desert I decided to try out SSDM in place of tesselation or POM. I must say it worked quite well (if still very work in progress).

This is a 4k Earth texture from NASA made 3D using SSDM, Micro Normals and some noise based detail generation/upscaling.

I ran into issues with screen space shadows in combination with ssao that were not solvable in URP but over all it is a good tech to have when i need to splash detail on flat surfaces at a low cost.

SSDM has massive issues with hard 90 degree corners and texture seams on spheres. I got it working distortion free by converting the flat nasa texture to a cube map via a utility i downloaded from github.

And yes i know the atmosphere rim glow is on the wrong side. I keep forgetting to fix that.


r/Unity3D 1d ago

Show-Off I’ve tried to create retro-style graphics for my game, but it’s turning into something rather mysterious.

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753 Upvotes

r/Unity3D 12h ago

Show-Off One of the funniest bugs I've ever seen

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7 Upvotes

I was creaating my own puzzle game that uses Rubik's Cube mechanic and got this. The bug is already fixed


r/Unity3D 1h ago

Question Trying to simulate circles packing

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r/Unity3D 1h ago

Question Overlapping Colliders on Kinematic Rigidbody

Upvotes

I'm working on a project where the entire level is moving while being made up of many modular structural pieces (it's performing perfectly fine right now surprisingly). My understanding is that Unity will automatically take all the primitive colliders in an object with a rigidbody and turn them into a single compound collider at the start (and whenever the attached colliders change). Something I've found is that these colliders shouldn't overlap, but I can't really find any info on why. Is it because of ghost collisions, performance issues, black magic I know nothing of? Is it really such a bad thing to do? Any info would be helpful because if I need to make sure none of the colliders are overlapping it will make things significantly more difficult for me.


r/Unity3D 2h ago

Question Unity import pipeline for external meshes, scale, materials, and collision fixes that actually work

0 Upvotes

Building a stylized 3D game in Unity solo and I've been importing a lot of external meshes for props. I generate the base mesh in Meshy, use Remesh to set a target polygon count, export FBX with its texture files, and finish scale, materials, and collision in Unity. The Unity side is what tripped me up for longer than it should have so sharing what I figured out.

The import gotchas I kept hitting were scale, materials, and collision. External meshes import at random sizes, been that way forever, so I set a consistent scale factor in the Import Settings and lock it as a preset for that folder. The PBR maps usually come through on import but some normal maps use a different Y-channel convention, so I enable Flip Green Channel when the shading indicates it is needed. Took me an embarrassingly long time to figure that one out. Dense meshes are the other issue, anything over 8K to 10K tris for a background prop is too heavy if you're instancing dozens of them, so I decimate in Blender before import targeting 2K to 4K tris for filler props.

Finally, I avoid using the visible render mesh directly as a collider when it contains lots of small surface detail. For movable props I use convex Mesh Colliders or primitive colliders; for static walkable geometry I use a separate simplified collision mesh. The normal map flip thing is still my biggest annoyance, if anyone has a trick for catching that automatically before it makes it into a build let me know.


r/Unity3D 2h ago

Resources/Tutorial Unity 7 arriving soon....

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1 Upvotes

See the updates about unity 7 here -

Unity 7 is the next major version of the Unity Editor and runtime. It's built on a new foundation we've been delivering incrementally across the Unity 6.x releases, and it introduces a new developer experience focused on connectivity, speed, and iteration.


r/Unity3D 10h ago

Show-Off POV: You’ve finally found that bug

4 Upvotes

r/Unity3D 1d ago

Shader Magic Pet project

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90 Upvotes

Custom dust cleaning shader + Paint in 3d asset


r/Unity3D 1d ago

Show-Off Realistic Oak trees

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56 Upvotes

Hi people! Here a quick scene I made to display these trees I made, everything scanned! So I spent months going to forest for this.

I'll let you a link to the package in the comments :D


r/Unity3D 20h ago

Show-Off After a long time finally giving my fire system some love. (Swipe for more)

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24 Upvotes

Still some slight issues with vertexes/ meshes stretching when being dismembered and not being completely culled… but overall I am about halfway done.